224,039 Commits over 3,684 Days - 2.53cph!

9 Years Ago
water splash update
9 Years Ago
surface water effect WIP
9 Years Ago
Added working tint const color to Particles/Refraction Added Particles/Tint Refraction that extends Particles/Refraction with per-texel RGB tint
9 Years Ago
Asset save
9 Years Ago
FindItem bug fixes, Unit item handling improvements (make sure we update carried items list when item is destroyed)
9 Years Ago
Added dependencies
9 Years Ago
CraftableParameters.GetAllRequiredItemIds respects item requirement counts
9 Years Ago
break the chain if we dont find the right number of items in FindItem
9 Years Ago
FindItem should now fetch items it finds correctly...
9 Years Ago
Made FindItem super super super generic. Nuked a load of old item related actions Added ActionChainCraft.CraftingData class
9 Years Ago
- moved time slow shield to left trigger while it's temp forced unlocked
9 Years Ago
- Added a help panel when returning to town for the first time after a mission, pointing out shop and next mission
9 Years Ago
ItemManager cleanup
9 Years Ago
- Shope tweaks
9 Years Ago
Merged from main
9 Years Ago
Handing bootstrapping in different build modes.
9 Years Ago
- beertap wall turrets share a single, room filling spawner. Broke the prefabs on them so that the prefabs keep their own regular spawner.
9 Years Ago
- Added gates to beer tap room - RoomSpawner now knows when a room has been cleared of it's spawned enemies - Added RoomLockin script that shuts any doors in a room until the room is cleared - Deleted my old placeholder gate - Beertap rooms and RoomA are now lockin rooms (100% chance for now)
9 Years Ago
Set script execution orders for all bootstrap objects.
9 Years Ago
Don't log DSE debug unless Application.isEditor
9 Years Ago
FindItemGeneric will check carried items when finding using an ItemType
9 Years Ago
Crafting things, all the things
9 Years Ago
Rocket effects WIP
9 Years Ago
Added volleys for LionEL
9 Years Ago
Added MusicBox
9 Years Ago
Reverted back to passing NullIntention for CraftItem when called in FindItemGeneric
9 Years Ago
misc
9 Years Ago
Unit.Goto if FindItemGeneric is picking up an existing item
9 Years Ago
- Pipe gate animation controller state exit times disabled
9 Years Ago
Assign required_item_id in FindItemGeneric before scoring craftablity (when not looking for a tool)
9 Years Ago
Some FindItemGeneric cleanup
9 Years Ago
- Door work - Changed corridor_gate state IDs and animation controller to remove delays between state changes
9 Years Ago
Owl forehand volleys
9 Years Ago
- WIP door/gate assingment to rooms and locking off entire rooms via connected doors
9 Years Ago
-CraftItem now works with or without CraftIntention -ActionChainData can store an 'ItemToCraftId'
9 Years Ago
ItemManager.ScoreGenericPickupDSE accepts overrides for decision context weight and DSE score bonus
9 Years Ago
ItemManager now stores the generic pickup DSE and default pickup interaction refs for scoring lists of items conveniently
9 Years Ago
Added a hit offset in Z
9 Years Ago
Added GenericPickupDSE field as default ref on ItemSettings
9 Years Ago
-tiger tiger crafting bright (more crafting WIP)
9 Years Ago
removed characters from scene
9 Years Ago
Creating Tests branch
9 Years Ago
UnitManager loads assets on Awake Zone will find EntitySpawners and call Spawn on init Human anim/controller changes wip
9 Years Ago
gitsync test
9 Years Ago
gitsync test
9 Years Ago
gitsync test
9 Years Ago
gitsync test
9 Years Ago
Merged
9 Years Ago
Merged
9 Years Ago
Initial commit